Any threat? If stacks were to be limited they wouldn't conquer any threat.OldSkoolKamikaze said:Fuck a stack limit. What's the fetish with stacks? What benefits do they provide other than allowing you to be lazy and make a stack of units that can counter any threat?
Badly implemented features kill strategy.Stacks kill strategy.
Doesn't fit a Civ game? It fits it perfectly.
But I guess you'd prefer this:
You are the new shit.
MetalCraze said:Any threat? If stacks were to be limited they wouldn't conquer any threat.
MetalCraze said:But I guess it's much more fun to spam every hex with a single unit which will eventually happen.
MetalCraze said:Badly implemented features kill strategy.
MetalCraze said:Shit man I imagine you can do manoeuvres like that in Civ, with every hex being 100 m so you won't have to go around enemy forces through the neighboring continent durrrr
Same shit, less comfortable, takes more space, more tedious to get units properly into place as your units can't travel through each other's position I imagine - 100 sq. km simply won't allow you army to do that.OldSkoolKamikaze said:When you made stacks in Civ 4, you didn't just do it with one type of unit. You put in spearmen to deal with calvary, you put in axemen to deal with melee and you put in chariots to deal with axemen. Now you have to make actual formations or you'll lose.
They were limited in previous Civs too. If you didn't have enough supplies in the city to handle units they would be automatically disbanded. I imagine each city will let you to produce more than just 4-5 units.Did you even read any of the previews? You won't be able to build as many units as you used to. Units take longer to build, they have upkeep costs and they are limited in number by your supplies.
Yes - so implement them correctly.I agree. Badly implemented features like stacks.
Stacks are like an army. Army doesn't consist of a single type of unit per 100 sq. km. With properly implemented limited stacks it will be easier to move them around, create more specialized stacks (e.g. artillery protected by melee units in Middle Ages era f.e.). Also when it comes to cities it will be pretty stupid if the whole city will be protected by a single archer squad.Now that you finished your damage control, how about an actual advantage of stacks?
Unless the battlefield will be much wider and in more realistic proportions this shit won't work. In PG they clone you have a battlefield of realistic proportions it won't take years (or hundreds of years) to manouever your units around your enemy which considering Civ5's proportions may involve going through another continent.What?
MetalCraze said:Same shit, less comfortable, takes more space, more tedious to get units properly into place as your units can't travel through each other's position I imagine - 100 sq. km simply won't allow you army to do that.
MetalCraze said:They were limited in previous Civs too. If you didn't have enough supplies in the city to handle units they would be automatically disbanded. I imagine each city will let you to produce more than just 4-5 units.
MetalCraze said:Stacks are like an army. Army doesn't consist of a single type of unit per 100 sq. km. With properly implemented limited stacks it will be easier to move them around, create more specialized stacks (e.g. artillery protected by melee units in Middle Ages era f.e.). Also when it comes to cities it will be pretty stupid if the whole city will be protected by a single archer squad.
But alas to balance this stuff will take oh so much effort. Let's just clone PG gameplay with rock-paper-scissors balance.
MetalCraze said:Unless the battlefield will be much wider and in more realistic proportions this shit won't work. In PG they clone you have a battlefield of realistic proportions it won't take years (or hundreds of years) to manouever your units around your enemy which considering Civ5's proportions may involve going through another continent.
Cassidy said:Most, if not all Paradox Games allow stacks and have their own mechanisms to balance them. Having more than one unit per province/hex/square/whatever gives extra strategic opportunities if well implemented
Cassidy said:and besides, Civilization is a 4x game, not a tactical wargame. It's supposed to run over a much larger scale
Cassidy said:And finally, I hope that such attempt to port a 4x game to consoles flops or proves itself far less profitable than selling another crappy shooter with health regen and cover system.
ever said:OH GOD OH NO OH LAWWWWD I HAD TO MOVE MY INFANTRY ONE HEX TO THE RIGHT AND THEN ONE TO THE TOP LEFT TO GET THEM INFRONT OF MY CANNONS OH GAWWWWD THATS LIKE 500KM AND IT TOOK 15 YEARS OH NO OH LAWWWD SO UNRELASITIC OOOHHHHHHHHH
*autistic head asplode*
OldSkoolKamikaze said:What kind of strategic options are there with stacks in Paradox games? I've honestly never played one.
Doesn't change a thing. What if you will need to put your unit two hexes to the front but there are already two of your units standing in its way? Spend an additional move to do what you could do in one move previously?OldSkoolKamikaze said:Units have a minimum movement of 2 hexes, and units can swap places.
The point is it doesn't give any tactical depth in a global scale game like Civ5. And making it comfortable doesn't mean streamlining or dumbing down. Or HoI is a dumbed down shit too? Because it uses limited stacks and does so in a right way - I'd prefer they go that way.More tedious? This coming from someone who cringes at the words streamlined, accessible, and simpler. Why dumb things down when you can have more tactical depth?
Except now it will.What the fuck is with you and the scale? Do you have assburgers? What does it matter? In Civ 4 it takes an entire fucking century to move your warrior from one square to the next in the beginning of the game. Did you uninstall the game after the first turn? Get the fuck over the years and the 100 sq km bullshit. The series has never had proper scale. It doesn't affect the gameplay in anyway.
ever said:I'm pretty sure by the two or three turns it takes to move your units through lets say a two hex wide bottleneck your swordsmen won't be made obsolete anymore than when it takes you three turns to move your stack through a two square wide bottleneck in CIV IV, III, II, I, AC.
Cassidy said:snip
Cassidy said:but I suppose that is too complex for the console audience
MetalCraze said:Doesn't change a thing. What if you will need to put your unit two hexes to the front but there are already two of your units standing in its way? Spend an additional move to do what you could do in one move previously?
MetalCraze said:The point is it doesn't give any tactical depth in a global scale game like Civ5. And making it comfortable doesn't mean streamlining or dumbing down. Or HoI is a dumbed down shit too? Because it uses limited stacks and does so in a right way - I'd prefer they go that way.
MetalCraze said:Here it will take much more which again unless time will be slowed down will have only a bad effect.
OldSkoolKamikaze said:Tactical combat in a larger, persistent world that I'm helping to build is something I've always been hoping for.
Games also create what Meier called the Winner Paradox--you’ll win in PC games much more often than you win in real life. He went on to discuss the “Unholy Alliance,” which he described as an unstated agreement between players and game designers. The designer’s job is to make the player feel like he’s good at something, create a suspension of disbelief and create moral clarity, so that beating an opponent doesn’t make you feel like a baby killer.
Perhaps the funniest anecdote he shared about how much psychology affects gameplay was his discussion of combat odds in Civilization Revolution. When a player faces an opponent, and has 3:1 odds, Meier noted. That means the player should lose one out of four times. But if players lost at 3:1, they were mystified: “I have 3:1 odds! I shouldn’t lose!”
Trojan_generic said:Perhaps the funniest anecdote he shared about how much psychology affects gameplay was his discussion of combat odds in Civilization Revolution. When a player faces an opponent, and has 3:1 odds, Meier noted. That means the player should lose one out of four times. But if players lost at 3:1, they were mystified: “I have 3:1 odds! I shouldn’t lose!”
oh siddy sid sidThe designer’s job is to make the player feel like he’s good at something